This is still very much a work in progress, so things will likely change several times before I feel like it's truly ready for full-on play.
Character Creation Process
1. Generate Ability Scores: Roll 3d6 six times and apply those scores to the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). This can either be done in order or by rolling the six scores and then assigning them to the desired stats to fit the player's vision for the character (this is, of course, up to the GM).
2. Select a Species: Choose one of the species available for play (if the campaign allows more than just humans, that is). Apply any ability score modifiers listed for the species, and make a note of the species' six free broad skills and any other special rules that may exist for that species.
3. Select a Class: Choose one of the classes available for play (Combat Specialist, Diplomat, Freelancer, or Technical Operative, Psions are also available for campaigns that allow the use of Psionic skills). Either roll for starting Hit Points, or apply the maximum (depending on which option the GM prefers for the campaign) to the HP total. Make a note of the class' Base Attack Bonus, Initiative bonus, Saving Throw bonuses, and Special Ability.
4. Determine Cybernetics and/or Mutations: If the campaign is making use of Cybernetics and/or Mutations and if those options are available for starting heroes, determine these options now and make a note of them and their effects on the character sheet. Characters that start play with cybernetics wave the cost in credits, but must still pay the skill point cost to ensure that their bodies are properly prepared for the installation of cybergear (see the Cybernetics section in the Equipment chapter for more information).
5. Purchase Skills: Starting characters have a number of skill points to spend on their starting Broad and Specialty skills based on their Intelligence score. Free Broad Skills listed for each species are considered automatic, so no cost is applied to those Broad Skills (though any Specialty skills will need to be purchased as normal). Specialty skills are capped at Rank 3 for starting characters. Make sure that if the character's species is one that allows a bonus to skill points or Broad Skill selections that you factor those into your purchase plan for the character. Also, make sure you note which skills are considered class skills for your character based on his class. Class skills cost one less skill point than the listed cost. Note that not all skill points need to be spent during character creation and can be saved for later.
6. Select Perks and Flaws: Starting characters may purchase (with Skill Points) up to three perks and select up to three flaws.
7. Select Attributes: Select one motivation, one moral attitude, and up to two personal traits for your character. These attributes help to define your character's personality.
8. Purchase Equipment: Each class has a number of credits (either generated randomly or by a preset number up to the GM) that they can spend on starting personal equipment.
9. Finish the Character Sheet: Make a note of the character's weapons and/or armor stats. Figure up the character's Defense Score and Attack Bonuses for their purchased weapons/attack forms. Make a note of the character's Psionic Energy Points, if playing a Psion or Diplomat/Psion. Name the character, and get ready for adventure!
There you have it, the Character Creation Process for my "Frankenstein's Monster" of an RPG system. A few things that I want to point out: the system of advancement for characters is the Alternity system. Characters will gain 1-3 points per adventure with a possible 1-2 bonus points depending on GM fiat based on in-game performance (clever play, great roleplaying, etc...). Once the character has accumulated enough Achievement Points, he/she can then spend those points on skills or bank them for later. Upon reaching an Achievement level, the character rolls for additional hit points, and may see an increase in one or more Saving Throw Bonuses.
There are three Saving Throw categories: Fortitude, Reflex, and Willpower.
Attacks are rolled against the target's Defense Score, which is 10 + Dexterity Modifier + Armor Modifier. If an attack rolls is equal to or higher than the target's Defense, damage is rolled. If the target is wearing armor, the Armor Score is subtracted from the damage before it is subtracted from the character's HP total.
Purchasing skill ranks conveys a +1 bonus to a skill roll using that skill. Broad Skills do not convey a bonus, but instead allow the character to use their Ability Score modifier on a general skill roll. For weapons and martial arts skills, ability score modifiers are always applied, but having a Broad Skill allows the character to use his Base Attack Bonus to modify the attack roll. Therefore, a character using a blaster pistol who does not have the Ranged Weapons Modern broad skill would only be able to apply his Dexterity bonus to the roll.
Most everything else will essentially stay as written in SWN except where it needs to be tweaked to be brought in line with the skill system.